Filip | a year ago | 13 comments | 6 likes | 455 views
Decentralized, Tintin, michiel and 3 others like this!
Introducing to you: Platter Head.
The skin, cloth, eyes and shoes seem to be equally shiny. The GLB format not only allows you to set this differently for every submodel, but with the use of roughness and metalness maps also for every pixel!
Which app do you use to create your models? Maybe it supports specifying the materials!
michiel, a year ago
Filip, you defy the laws of anatomy, this one can have no trouble doing a headstand!
vincent, a year ago
Philippe, faudra dire à ton personnage d'arrêter de s'injecter du synthol dans les épaules !!!!
le beau jojo, a year ago
Thnx Michiel, Vincent 😂 and le beau jojo👊.
Michiel, I work with Character Creator 4.2 (Reallusion).
It is very capable of specifying materials. But I'm still learning .
It's not so simple. And maybe I have exaggerated the settings in BT.
Filip, a year ago
I think there's nothing wrong with exaggeration, as long as there's contrast.
In the left render, the skin and metal parts are clearly a different material. I have set the FX REFLECTION FACTOR to 2 for even more contrast.
In the right render I have overruled the material settings as stored in the model file, by setting the FX ROUGHNESS, METALNESS prop to (0.4, 0.5). This makes everything look like painted plastic, like an action figure. This looks nice, but is clearly less realistic.
An extra point light is added to brighten up the picture and soft shadows are added for realism.
michiel, a year ago
Thnx Michiel for the explanations.
Thnx LostBoyz and Decentralized.
The models are made in Reallusion Character Creator.
Filip, a year ago
Funny Thor5ten.
Filip, a year ago
Thnx Ulli. It's not only expensive it's also difficult, but I bought it so I have to study it.....
Filip, a year ago